YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

**
Emetar is Offline
Contact Emetar:

Emetar

Contributor

Messages by Emetar

    

Re: Mortal Kombat 9 [1.0 AND 1.1]

 December 25, 2014, 10:42:17 pm View in topic context
avatar  Posted by Emetar  in Mortal Kombat 9 [1.0 AND 1.1] (Started by Maxi619 December 08, 2013, 11:39:53 pm
 Board: Your Releases, Mugen 1.0 +

Errm.. I'm keeping for a long time Maxi's MK 9 screenpack and characters for mugen 1.0 as my compilation of his stuff is what I am currently playing and prefer to have plus additions of my own. I thought he lost his stuff in the past, good to see he has got those back, I would update what I have with his 1.1 screenpack, as well as some stages to their proper coloring with 1.1.

Now since in my preferences I have to keep the 4:3 ratio, I am using 1280x960 (or whichever 4:3 values you like), can the 1.1 screenpack go well with such resolution? Else, lots of stages would have their boundaries out of what they have to be, and I have other reasons to keep 4:3.

By the way I may add some sounds from MK9 myself or improved them, what I considered better than what is in the screenpacks, but only in case someone needs those additions, least of all I keep them up to my taste.

I am also going to replace many sprites of my own stages to 24 bit formats, and while I don't have the MK9 game to make proper stages, will share whatever comes out of this as temporary stages, while waiting for someone who has the resources to make good 3D looking stages. I am all into 3D looking stuff, tired of the old MK graphics from UMK3.

And speaking of that, some nice 3D looking MK9 stages been released but never shared by those that did, example> Scorpion's Lair:
https://www.youtube.com/watch?v=G5tw1JASm-I

As for 3D chars, I understood Maxi and whoever working with him are thinking of making them like in the previous pages, mostly the MK3 graphics with small modifications, I am not fan of this but it's their choice. Me, as looking more into 3D stuff, especially with Mugen 1.1 would use for my version any chance I have for 3D looking fighters with their latest graphics. For example I have Quan Chi and Meat in 3D (started by a now abandoned MKA project that died in such a sudden disappearance of the author), there is a Sub-Zero and Scorp

http://mugen.the-chronicles.org/forums/downloads.php?do=file&id=6750
http://mugen.the-chronicles.org/forums/downloads.php?do=file&id=6785

(oh goody one guy made MKA Cyrax from 3D sprites and the content disappeared forever, I mean almost got my Cyrax in 3D sprites, would be nice if someone made e.g MK9 3D looking sprites of him once and for all xD)

http://i.imgur.com/SR9X94E.jpg
-------
TL:DR: Maxi brought 1.1 screenpack - nice, gonna use it on my own since I use MK9 game with his addition (not making a project) and adapt it with my 4:3 resolution; will improve some stages I have until someone brings some 3D stages from MK9. 3D chars - Maxi and his team don't plan them but my question is - would they adapt any 3D looking characters from MK9 they come across to the game and replace those Mk3 looking? I mean if you don't have the time to do it on your own and someone allows you to have it, why not? Sharing these links for just in case, it's not much but..

Speaking of which ... is the Mugen 1.1 screenpack missing? The link below 1.1 is with removed files, I see the packs that are for 1.0 in Skydrive, right?
    

Re: Does this thing exist?/who is the author?/etc. thread.

 December 21, 2014, 11:29:00 am View in topic context
avatar  Posted by Emetar  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

    

Re: Does this thing exist?/who is the author?/etc. thread.

 December 21, 2014, 10:27:38 am View in topic context
avatar  Posted by Emetar  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

Where can I dl this stage:

http://red971.blog.fc2.com/blog-entry-980.html

is this even a stage or a character. Option 2 would be this stage.



But I'd rather have the first one, as it goes so well with Mugen 1.1 and is really so many times better.
    

Re: From 1.0 to 1.1, Lua fatal error

 December 17, 2014, 11:45:25 pm View in topic context
avatar  Posted by Emetar  in From 1.0 to 1.1, Lua fatal error (Started by Emetar December 13, 2014, 09:42:06 am
 Board: M.U.G.E.N Configuration Help

I ignorantly skipped those lua, frag and .vert files when copy pasting stuff over 1.0 lol. It works now haha.
    

From 1.0 to 1.1, Lua fatal error

 December 13, 2014, 09:42:06 am View in topic context
avatar  Posted by Emetar  in From 1.0 to 1.1, Lua fatal error (Started by Emetar December 13, 2014, 09:42:06 am
 Board: M.U.G.E.N Configuration Help

Hi

I decided to try  mugen 1.1 beta using my mugen 1.0 stuff. But I use the Mugen 1.0 Data\Basics\ state (st) files, Mugen.cfg (I checked it looks the same). snd, def sff files. Can any1 tell me where the problem is:

I get when attempting to start a battle or before even the vs screen, no matter which chars
http://i.imgur.com/L97VdqV.png
    

Re: Does this thing exist?/who is the author?/etc. thread.

 May 18, 2013, 07:08:38 am View in topic context
avatar  Posted by Emetar  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

    

Re: - The Mortal Kombat 9 Stages Project - TEAM WORK TOPIC

 March 11, 2013, 05:40:05 pm View in topic context
avatar  Posted by Emetar  in - The Mortal Kombat 9 Stages Project - TEAM WORK TOPIC (Started by ciao December 19, 2011, 06:16:42 am
 Board: Projects

If you've lost any stages or chars I have some from the project, maxy619 asked me in PM, I gave him a link, Idk what he did after I gave him a link to restore most of his lost stuff. soo any info what's going on with the project, the stages etc? Pls don't let it die like the MKA project by ade2004 who never showed up again even to say what he was doing next..
    

Re: TMNT By Dcat Updated to 1.0, Shredder + Krang released!

 February 24, 2013, 12:19:27 pm View in topic context
avatar  Posted by Emetar  in TMNT By Dcat Updated to 1.0, Shredder + Krang released! (Started by Dcat February 03, 2013, 01:45:12 pm
 Board: Your Releases, Mugen 1.0 +

Good for releasing Shredder finally but any way to make him work?  Because of the settings I use for Mugen and the Common.cns coding some characters give an error of unidentified command 'Blok', I solve this usually by having a copy of the Common.cns that is without 'Blok' and when I assign this cns to use instead in the def file of such chars, they work. For shredder using this customized cns that fixes other chars with the issue 'Blok' still doesn't work - Hah, so I use 1 common CNS for MK chars, another CNS without 'Blok' for non-MK chars that give that error with 'Blok' and now I will use the default Common1.cns that comes with Mugen as a third common cns file for chars that crash with both the MK Common1.cns and the no blok Common1.cns. Fixed it and now trying this Shredder.
    

Re: Shredder WIP

 February 18, 2013, 09:08:39 pm View in topic context
avatar  Posted by Emetar  in Shredder WIP (Started by Dcat February 14, 2012, 10:32:11 am
 Board: Projects

I was waiting .. and waiting, was almost gonna ask what is taking so long.. like half a year passed since his start? Well since I come and go to Mugen stuff and more than 3 months passed since I last visited, I am not really impatient. Though for this time I expected my visit to by past his release, seems he is still not released.

Anyway, from the nearly 20 pages I see this very cool palette you use on Super Shredder, the cartoon outfit in colors, so this palette gonna be available for his regular look? http://mugenguild.com/forum/msg.1692664
    

Re: Talon(PrimalRage) by Lord Sinistro - falls off the screen & Portal stage laggy!

 November 02, 2012, 10:59:56 am View in topic context
avatar  Posted by Emetar  in Talon(PrimalRage) by Lord Sinistro - falls off the screen & Portal stage laggy! (Started by Emetar October 31, 2012, 04:11:45 pm
 Board: M.U.G.E.N Development Help

    

Re: Talon(PrimalRage) by Lord Sinistro - falls off the screen & Portal stage laggy!

 November 01, 2012, 11:51:14 pm View in topic context
avatar  Posted by Emetar  in Talon(PrimalRage) by Lord Sinistro - falls off the screen & Portal stage laggy! (Started by Emetar October 31, 2012, 04:11:45 pm
 Board: M.U.G.E.N Development Help

Like all chars, Talon has to use Data\Common1.cns for stcommon = . Yes that cns is MKP based, however, every single nonMK char doesn't have such problem, including Vertigo and Diablo (the other two dinosaurs by this author), so I wouldn't blame the Common1,cns or mk chars on that...

Did what you said about player 1 and 2
    

Re: Shredder WIP

 November 01, 2012, 05:37:19 pm View in topic context
avatar  Posted by Emetar  in Shredder WIP (Started by Dcat February 14, 2012, 10:32:11 am
 Board: Projects

^No I mean, if he will be like Abyss - the armored (fisrt one), that will be strong enough. Not being able to freeze him, dizzy him, etc. But Psycho Shred is so easily beatable - pump a button in his head and the stupid AI wont do anything, he will just stand and on rare occassions regenerate or try to do smth to stop punching him, in most cases he will just stamd

and your SHred, Dcar must avoid that - allowing your Shred to be punched by 1 button without doing anything and countering that
    

Re: Shredder WIP

 November 01, 2012, 05:13:30 pm View in topic context
avatar  Posted by Emetar  in Shredder WIP (Started by Dcat February 14, 2012, 10:32:11 am
 Board: Projects

-Super Armor will not be breakable, Super Shredder will always have super armor ala Abyss Form 1. Super Shredder cannot be juggled, put into custom states, or knocked down.
-I wanted to have him flash red when hit. I'm still debating whether or not to use the Boss Hit effects from the TMNT games or Capcom's metal clanging effect when the opponent hits him.
-Still need to sprite more normals for Super Shredder
-Still need to code Super Shredder's ice blast special and the Thunder Wave super. and add Frozen and Burned custom states to the .CNS

Are you talkin about the Abyss by (sludge?) that is some armorer, then liquid alien ith laser then sludge monster? If yes, and you will make Super Shred that hard to beat and damage by some spells and such, I think your Shredder pretty much replaces not only the TF one but also the psycho shredder I showed on the video. Which is good, and the kind of hard to beat one I need.

How will Super Shredder be activated when you play w him?
    

Re: Mortal Kombat 9 : POWERBAR ADDED !

 November 01, 2012, 04:50:54 pm View in topic context
avatar  Posted by Emetar  in Mortal Kombat 9 : 1.1 VERSION RELEASED ! (Started by Maxi619 August 29, 2011, 01:20:31 am
 Board: Projects

Online what? maxi, are you making IKEMEN MK or the guy above thinks mugen can be played online? Well, online like MK 9 KOTH would sure be great but...
    

Re: Talon(PrimalRage) by Lord Sinistro - falls off the screen & Portal stage laggy!

 November 01, 2012, 12:17:30 am View in topic context
avatar  Posted by Emetar  in Talon(PrimalRage) by Lord Sinistro - falls off the screen & Portal stage laggy! (Started by Emetar October 31, 2012, 04:11:45 pm
 Board: M.U.G.E.N Development Help

MK char hitting Talon:  Uppercut,. jump and kick, hit in the air. some specific moves. idk what hits exactly cause him to disappear. No, the CNS boxes are not visible and yes sometimes with Ctr+I he reappears. Yes I see Talon falling down the screen as if you play supermario.
    

Talon(PrimalRage) by Lord Sinistro - falls off the screen & Portal stage laggy!

 October 31, 2012, 04:11:45 pm View in topic context
avatar  Posted by Emetar  in Talon(PrimalRage) by Lord Sinistro - falls off the screen & Portal stage laggy! (Started by Emetar October 31, 2012, 04:11:45 pm
 Board: M.U.G.E.N Development Help

Talon



Well.. I would call this bad coding because his Vertigo and Diablo don't have that problem, neither do a lot of other nonMK chars. The problem is that when certain hits are made to Talon, he falls 'behind the stage' (almost supermario style lol) and then nothing, wait for the round to finish - so annoying. Is there a way to fix it? I would prefer to do so, unless it requires changing a hundred things. It happens only to this char...

or any version of the Talon that doesn't fall off? well PRTalon that was based off Jax from MK was nice but not sure anyone has it.

Portal



I play mugen at 1280x960 and no other stage even animated has the lag that happens here. Idk how many times per second the animations happen here but does anyone know how to not remove the lag while keeping the animations and everthing? If 1v1, lags less than if it is a team game, in team game lags even more.

    

Re: Disable life gain on win in Survival/Team Turns?

 October 31, 2012, 12:35:23 am View in topic context
avatar  Posted by Emetar  in Disable life gain on win in Survival/Team Turns? (Started by Emetar October 29, 2012, 12:37:13 pm
 Board: M.U.G.E.N Configuration Help

thanks, no my char has Statedef -2 in the cns - that's where I put his code but had no [statedef 0], the only statedef 0 was in the Common1.cns that is placed in Data\ folder
    

Re: Disable life gain on win in Survival/Team Turns?

 October 31, 2012, 12:01:38 am View in topic context
avatar  Posted by Emetar  in Disable life gain on win in Survival/Team Turns? (Started by Emetar October 29, 2012, 12:37:13 pm
 Board: M.U.G.E.N Configuration Help

^ Since my char's only statedef 0 is in the Data\Common1.cns that he uses your method didnt work and the char insta died in the beginning of round 1 with life dropping to 0, and enemy won.

the varset should be roundstate=2 and the lifeset should really be roundstate=4 but for safekeeping roundstate>=3.


besides myself i can name about 2 people that use sysfvars. use one of those.

no you can't use really big numbers because they're limited.


var(0-59)
fvar(0-39)
sysvar(0-4)
sysfvar(0-4)


put BOTH of these in statedef -2. overriding statedef 0 for this is massively redundant and may not even work because roundstate=4 is statedef 180.

[State -2]
type = LifeSet
trigger1 = RoundState >= 3
value = SysfVar(2)
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = RoundState = 2
sysfvar(2) = Life
ignorehitpause = 1


Brilliant! It worked fine! And the better about setting the life no gain only to the specific chars you play with while enemy AI gains life with all other chars is this increases the difficulty a little bit. Thanks!

The only mini-bug is that on the lifebar if you lose the round a little life still remains but that doesnt matter at all since it's just visual and you do lose the round and the enemy gains it.
    

Re: Disable life gain on win in Survival/Team Turns?

 October 30, 2012, 08:21:13 pm View in topic context
avatar  Posted by Emetar  in Disable life gain on win in Survival/Team Turns? (Started by Emetar October 29, 2012, 12:37:13 pm
 Board: M.U.G.E.N Configuration Help

Actually the chars I use use Common1.cns in Data\ where statedef 0 is located, so I cannot make them not use the whole cns file. In their own char's cns they have only Statdef -2 that is without statedef 0. But I will sure try what you said, not sure if using Common.cns will affect it but we will see.
    

Re: Disable life gain on win in Survival/Team Turns?

 October 30, 2012, 06:51:49 pm View in topic context
avatar  Posted by Emetar  in Disable life gain on win in Survival/Team Turns? (Started by Emetar October 29, 2012, 12:37:13 pm
 Board: M.U.G.E.N Configuration Help

Yes, I understood it can't be done for the screenpack, I am talking about 3 existing characters I play with. For each of them I wanted to add code so that if they won the round, there where it says 'Character Wins' to get -50% or some vised value ee.g 800 life less... because when they win a round it adds like +800 life, so that it remains the same and no extra life is gained. Come on - there must be a way to do that, you said this can be done for characters - yes Im talking about chars

What if I choose some var number that is certain to not be taken e.g some big number?

So is there a way to add code to the char so that when he wins a round, he loses some life - just to neutralize the winning of extra life? Don't worry about ruining char, I have backup and at least I know what I added...